Heartless & Dreadful : Return by 72 Hours - Kirillian
- Claws - Idle stance adjusted. - Toothpick - Animation delay for Spin To Win fixed so now it's basically instant. - Toothpick - Combo, more minor adjustments. - Toothpick - High Roller - Animation adjustments to add better "recovery." - D.Magnum - Slicing menace - Animation adjustments. - D.Magnum - Charged shot - Animation adjustment for shooting while grounded.
- General - Bosses (in the main campaign) no longer stay and wait for you to hit them first, they will now start attacking as expected. - General - When the player dies, the weapons will no longer be visible or float in air in some situations. - Enemies no longer swap to idle animation if you land a melee hit on them as they dodge. - Boss 01 (Elegante) - Gave projectiles a small spawn effect so it looks better. - Mission 03 - Added some wind (pushing physics) on the roofs. - Mission 04 - Fixed a very small gap in the intro area allowing you to get stuck. - Mission 04 - Adjusted one encounter trigger size so it can't be accidentally skipped.
First of all, we apologize for the long silence – we've been tirelessly forging new realms and refining epic quests for you to embark upon. But the wait is almost over!
We're thrilled to announce that Kingdoms of Myth will be joining the exhilarating Steam Strategy Fest 2023, where kingdoms clash, legends rise, and strategies unfold. Mark your calendars for August 28 to September 04 at 10 a.m. Pacific Time, and prepare to witness the next chapter of our game's journey.
Stay tuned as we unveil our participation in the Strategy Fest – it's an event you wouldn't want to miss. Keep an eye out on the 28th of August and discover how Kingdoms of Myth will carve its path in the heat of battle and cunning strategies.
For more updates and details, don't forget to check out the Steam Strategy Fest website here – where the finest strategies converge for an unforgettable gaming experience.
Adventure awaits, and glory beckons. See you at the Strategy Fest!
May your swords stay sharp and your strategies even sharper.
New Map, New Content, New Items, New Monsters, Fixes, Balance & More!
Thank you for your patience as I work on this project! Happy creature growing!
New Content:
Replaced overworld map with a new map and biome to better suit the game graphics and performance.
Added new boss: "Anubis" found around the pyramid.
Added Ancient items that can be crafted at the altar on top of the pyramid with orbs and blood. -Ancient Cartilage (Body) -Ancient Tablet (Addon) -Ancient Skull (Top) -Ancient Pack (Pack) -Ancient Pyramid (Rune)
Added Ancient item set - Ancient items give a set bonus.
Anubis boss has a 2% chance to drop 8 orbs which can be used to craft ancient set gear.
Added new elite monster "Robot Laborer" found around the pyramid.
Added Human Blood crafting/mutation item found only by killing humans.
Added Alien Blood crafting/mutation item found only by killing aliens.
General Changes:
Lowered block chance and block damage cap from 95% to 70%, if you go over it, it does nothing more than the 70%.
Buffed Blood Set items and set bonus significantly on HP.
Buffed Predator Set max bonus.
Increased creature character slots from 10 to 20 saves allowed per account.
Fixed monsters not spawning.
Fixed Wulv collider positioning so its no longer hovering over the ground.
Fixed Wulv Apex Hunter item to give up to 25 pounce instead of 100.
Optimized world to give the game better framerate.
Added Fog Of War so that you can't see somebody on the other end of the world, you must be in normal view distance. Also this change reduces latency and helps contribute to better framerates so not so many things are loaded at once.
Doubled the world size around edges, made it resemble more of an island for immersion and less clutter, changed the forest trees to island/jungle trees and plants.
Lowered drop chance rate on gems from 25% to 10%.
All regular monsters now drop space junk.
Fixed Lurker Mind item to scale block rate chance and increased damage.
Fixed Roo Rat camera position.
Fixed Clampers Hide In Shell ability.
Swapped Haalk's vitality bonus on passive added resistance and changed Unholy Claw weapon into fortitude.
Changed: Players no longer take team damage during pre-game
Updated: Reduced crouch movement speed by 20%
Pegasus Bridge
Fixes and enhancements around chateau and wheat field
Merville Battery
Improved spawn protection for British initial spawn on variant 2
KNOWN ISSUES
Cursor sometimes get stuck on screen. ALT+ENTER can fix this issue for some users.
Steam overlay opens when Alt+Tab back into the game. (Workaround: Change game window mode to full screen window or windowed in Graphics settings)
Cursor and icons can "ghost" over the screen after playing for a long time. We are actively investigating this bug. Please let us know if it happens with as much detail as possible
You can give us feedback by commenting on the discussion thread or in the feedback thread in our growing discord community at https://discord.gg/vanguardww2
Optimization: Reception desk, display the number of beds. Specific beds can be positioned Optimization: Merchant ship interface, on trade routes, displays port status, and can directly open port interface Optimization: Description: turnover box, batch shipment mode, prompt: the quantity must reach N before shipment Optimization: How many items can be moved in or out at the same time supported by the turnover box Optimization: Construction Tips for Outlets: Just put them in the water at the boundary, no direction is distinguished BUG Fix: After the occupational facility worker died, the problem of not automatically replenishing workers Optimization: Construction workers will go to repair giant trees or ancient tomb monster buildings, etc. Optimization: Soldiers are prohibited from participating in the bonfire party BUG Fix: It is forbidden to delete the torches in the cell alone, and ensure that they are removed together to avoid abnormalities
In this announcement, we will be giving special insights into how The Grugs: Origins started out as an idea and how it's development has been going!
The first idea for The Grugs games started off around the end 2020, but back then we focused on mobile platforms such as Google Play and the Apple Appstore. Taking the game to PC, and making PC games in general has been a great aspiration for everyone on our team so taking our previous ideas and making them PC worthy is what we set out to do. The following image is one of the first splash arts we designed for the game, in it you can see the main members of the family: Hector, in the middle, the laziest man alive, Brumhilda, his wife on the right, the best jam cook, and Lola and Brat in order on the left, the strongest girl and the craftiest boy.
Our first sketches for The Grugs: Origins started with a design for a unique and stylish stone-age world, centered around the first family of cavemen, them being, The Grugs. Their home and a sort of leader, Hector is visible on the image provided. The idea for the prehistoric setting came from the appropriately named Prehistorik, which is a retro platformer, while the gameplay and movement mechanics were inspired by Geometry Dash. Just below this paragraph, you can see the how the old mobile game looked, and the first design variant for The Grugs: Origins!
As platformers, as a genre have been around for over decades, it's important to try to experiement with diferent design ideas to keep the gameplay fresh, as such, we decided on having 4 playable characters, each with different skills and specalities, strenghts and weaknesses for different playstyles and for player expression and flexibility when it comes to the challenges faced ingame. We'd also like to add unique skins with different sounds, animations and effects to each of the characters as a method for character customization. Speaking of character customization, the following images are comparrison of the mobile version for the character customization screen, and the same for the PC version, however, in the PC version, there will a separate room for each of the characters, as there will much more in terms of character customization than just skins!
In the future we'll be giving more information regarding the design process and smaller developer logs too for more specific features. We hope you're as excited about Grugs: Origins as we are, and we hope you'll follow our journey and get to enjoy our game when it is finished.
Stay tuned for more, untill then, here's the the trailer we created for the original The Grugs mobile game: (Expect even better quality for the PC trailer!) The Grugs: Family Story Trailer
Modern Helmet. Teams now have 2 helmets to choose from. You can switch between them on the Team Select screen.
Alternate Jerseys and Helmets: Teams have Alternate Home and Alternate Away uniforms that can be set in data.
Alternate Moddable Textures: Custom textures can be added to the Textures folder. See Phoenixes alternate uniform and helmet for example. Example helmet FBX is included in game files.
Improvements:
Small changes to Arcade Two for more realistic overall gameplay. This is the recommended setting.
AI QBs are more accurate and throw less picks due to new coefficient in physics gameplay settings.
Increased pass rush power.
AI lineman are faster off the line, allowing less pass rush cheesing.
Defensive linemen disengage at a realistic pace (more slowly), opening up the middle of the field.
Bug Fixes:
Mod.io v2 integration with better controller input on mod menu screen.
Fixed keyboard and other UI bugs
Fixed fast longpress issue in UI
Fixed kickoff timescale slow motion issue.
Animation:
Better hurdle landing animation
Known Issues:
Can’t lock onto modern helmets in replays
Spinning helmets in menus should match chosen helmets for team
Coming Soon:
New character models with optimizations - Character is done. Needs to be integrated.
More animations
Catch animation system
Throw platform system.
In-game cinematics
Cinematic auto-replays
Improved crowd, referees, cheerleaders and sideline characters